The Name of the Game - Documentary | Official 2018 Trailer [HD] | #notg

*The Name of the Game is a feature-length documentary about the team up between the legendary arcade game designer, Eugene Jarvis, and the Finnish game developer, Housemarque. The end result of the collaboration was the critically acclaimed PS4/PC title Nex Machina. The film gives the audience an unprecedented access to the unpredictable and plain crazy world of making a game - uncensored. This won't be your average video game documentary.

The History of Bethesda Game Studios - Elder Scrolls / Fallout Documentary

*Embark on a quest through the history of The Elder Scrolls and Fallout. With insight into the development of everything from Arena to Fallout 4, Noclip takes you on a journey through the creative process of one of the most prolific RPG designers in gaming history.

Shenmue: Return To Dobuita Street
*Join Adam Koralik and Imran Yusuf as they revisited the real life location of Dobuita Street, the iconic place that was recreated in Shenmue.https://www.youtube.com/watch?v=SbcG412hv2w

ARTtech seminars - Jon Hare: The sociable approach to cretive direction
*Jon Hare talks about his role as creative director on the cross-platform sports title 'Sociable Soccer' and the challenges that he and the Combo Breaker team have faced along the way so far. With 30 years of experience in the games industry Jon Hare is one of Europe's best known creative directors and game designers with over 10 international number one games to his name, including "Sensible World of Soccer" the most influential European developed game of all time according to Stanford University.

Q : The open-world you've built here is stunning — and it's impressive to see how fluidly it renders while Spidey swings through it at breakneck speeds. How did you accomplish this from a technical perspective?

Q : There's a technical term — temporal injection — that Insomniac has used to great effect in Ratchet & Clank and now in Marvel's Spider-Man. What is temporal injection, and how have you modified its implementation between your last PS4 Pro project and this one?

Q : One of the first things a Spider-Man game needs to get right is the swinging. How did Insomniac approach this development challenge? Can you describe the physics that go into the perfect Spidey swing?

Q : What resolution does Marvel's Spider-Man render at on PS4 Pro when connected to a 4K display? How does it render when connected to a 1080p display?

Q : What details can you share about the HDR implementation for displays that support it? Any details players should watch for when playing with HDR enabled?

Q : Anything else players should keep their eyes peeled for while playing the game?

Q : Do you have any advice for developers who are considering developing for PS4 and PS4 Pro?

Q : The story in the game is fantastic, and the cutscenes are full of detail—at times it feels like watching a Marvel movie. How did you need to push your technology to get to this point?

God of War - Comic-Con 2018 Full Panel (49:34)
*Experience how the reinvigoration of God of War, began with a simple comic and what it took to reach store shelves. Members of the pre-production team Cory Barlog (game director), Joe M. Kennedy (senior concept artist), Eric Williams (senior designer), and Bruno Velazquez (animation director), with moderator Alanah Pearce, share their stories, deleted scenes, and early prototypes and visuals, including "The Hunt," an original short story and comic by Cory Barlog.https://www.youtube.com/watch?v=JUiwmZHS-ao

A 25 minute feature about how we worked with experts in the field of neuroscience and those with lived experience of voice hearing to create a truthful representation of psychosis in Hellblade: Senua's Sacrifice.